#version 130

varying vec2 outUV;
varying vec3 position;

varying vec3 vertexVector;
 
uniform samplerCube cubeMap;
uniform vec3 cameraPosition;
uniform vec3 lightPos;

const vec3 ambientColor=vec3(0.5,0.5,0.5);
const vec3 diffuseColor=vec3(0.7,0.7,0.7);
const vec3 specularColor=vec3(1.0,1.0,1.0);

void main()
{
	vec3 texcolor=vec3(textureCube(cubeMap,vertexVector));


	//gl_FragColor = vec4(0.8,0.2,0.2,1.0);
	gl_FragColor = vec4(texcolor, 1.0);
	//gl_FragColor = vec4(ambientColor*texcolor+diffuseContribution *diffuseColor*texcolor+ specularContribution*specularColor,1.0);
		

}
